<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">

    <title>圣诞树</title>

    <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">

    <style>
        * {
            box-sizing: border-box;
        }


        body {
            margin: 0;
            height: 100vh;
            overflow: hidden;
            display: flex;
            align-items: center;
            justify-content: center;
            background: #161616;
            color: #c5a880;
            font-family: sans-serif;
        }


        label {
            display: inline-block;
            background-color: #161616;
            padding: 16px;
            border-radius: 0.3rem;
            cursor: pointer;
            margin-top: 1rem;
            width: 300px;
            border-radius: 10px;
            border: 1px solid #c5a880;
            text-align: center;
        }


        ul {
            list-style-type: none;
            padding: 0;
            margin: 0;
        }


        .btn {
            background-color: #161616;
            border-radius: 10px;
            color: #c5a880;
            border: 1px solid #c5a880;
            padding: 16px;
            width: 300px;
            margin-bottom: 16px;
            line-height: 1.5;
            cursor: pointer;
        }

        .separator {
            font-weight: bold;
            text-align: center;
            width: 300px;
            margin: 16px 0px;
            color: #a07676;
        }


        .title {
            color: #a07676;
            font-weight: bold;
            font-size: 1.25rem;
            margin-bottom: 16px;
        }

        .title-box {
            margin: auto;
            display: none;
            position: fixed;

            font-size: 35px;
            color: #ffc0cb91;
            bottom: 20%;
        }


        .text-loading {
            font-size: 2rem;
        }
    </style>

    <script>
        window.console = window.console || function (t) { };
    </script>



    <script>
        if (document.location.search.match(/type=embed/gi)) {}
    </script>


</head>

<body translate="no">
    <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script>

    <div id="overlay">
        <ul>
            <li class="title">请选择音乐</li>
            <li><button class="btn" id="btnB" type="button">樱花树下的约定</button></li>
            <li>
                <button class="btn" id="btnA" type="button">
                    Snowflakes Falling Down by Simon Panrucker
                </button>
            </li>
            <li><button class="btn" id="btnB" type="button">This Christmas by Dott</button></li>
            <li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banks</button></li>
            <li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smeby</button></li>
            <li class="separator">或者</li>
            <li>
                <input type="file" id="upload" hidden />
                <label for="upload">Upload File</label>
            </li>
        </ul>
    </div>
    <div class="title-box">

    </div>

    <script id="rendered-js">
            const { PI, sin, cos } = Math;
            const TAU = 2 * PI;

            const map = (value, sMin, sMax, dMin, dMax) => {
                return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);
            };

            const range = (n, m = 0) =>
                Array(n).
                    fill(m).
                    map((i, j) => i + j);

            const rand = (max, min = 0) => min + Math.random() * (max - min);
            const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));
            const randChoise = arr => arr[randInt(arr.length)];
            const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];

            let scene, camera, renderer, analyser;
            let step = 0;
            const uniforms = {
                time: { type: "f", value: 0.0 },
                step: { type: "f", value: 0.0 }
            };

            const params = {
                exposure: 1,
                bloomStrength: 0.9,
                bloomThreshold: 0,
                bloomRadius: 0.5
            };

            let composer;

            const fftSize = 2048;
            const totalPoints = 4000;

            const listener = new THREE.AudioListener();

            const audio = new THREE.Audio(listener);

            document.querySelector("input").addEventListener("change", uploadAudio, false);

            const buttons = document.querySelectorAll(".btn");
            buttons.forEach((button, index) =>
                button.addEventListener("click", () => loadAudio(index)));


            function init() {
                const overlay = document.getElementById("overlay");
                overlay.remove();
                const title = document.querySelector('.title-box');
                let query = window.location.search.substring(1);
                title.innerHTML = query.split('=')[1];
                title.style.display = 'block'

                scene = new THREE.Scene();
                renderer = new THREE.WebGLRenderer({ antialias: true });
                renderer.setPixelRatio(window.devicePixelRatio);
                renderer.setSize(window.innerWidth, window.innerHeight);
                document.body.appendChild(renderer.domElement);

                camera = new THREE.PerspectiveCamera(
                    60,
                    window.innerWidth / window.innerHeight,
                    1,
                    1000);

                camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);
                camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);

                const format = renderer.capabilities.isWebGL2 ?
                    THREE.RedFormat :
                    THREE.LuminanceFormat;

                uniforms.tAudioData = {
                    value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format)
                };


                addPlane(scene, uniforms, 3000);
                addSnow(scene, uniforms);

                range(10).map(i => {
                    addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);
                    addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);
                });

                const renderScene = new THREE.RenderPass(scene, camera);

                const bloomPass = new THREE.UnrealBloomPass(
                    new THREE.Vector2(window.innerWidth, window.innerHeight),
                    1.5,
                    0.4,
                    0.85);

                bloomPass.threshold = params.bloomThreshold;
                bloomPass.strength = params.bloomStrength;
                bloomPass.radius = params.bloomRadius;

                composer = new THREE.EffectComposer(renderer);
                composer.addPass(renderScene);
                composer.addPass(bloomPass);

                addListners(camera, renderer, composer);
                animate();
            }

            function animate(time) {
                analyser.getFrequencyData();
                uniforms.tAudioData.value.needsUpdate = true;
                step = (step + 1) % 1000;
                uniforms.time.value = time;
                uniforms.step.value = step;
                composer.render();
                requestAnimationFrame(animate);
            }

            function loadAudio(i) {
                document.getElementById("overlay").innerHTML =
                    '<div class="text-loading">正在下载音乐，请稍等...</div>';
                const files = [
                    "https://m801.music.126.net/20221212121457/7e27b87449e6f2cc0b1805d8aa56f9dd/jdyyaac/obj/w5rDlsOJwrLDjj7CmsOj/17656218728/02a4/589c/071c/47f7c1d1f808dbd7706741696988e831.m4a",
                    "https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3",
                    "https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3",
                    "https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/TRG_Banks/TRG_Banks_Christmas_Album/TRG_Banks_-_12_-_No_room_at_the_inn.mp3",
                    "https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3"];

                const file = files[i];

                const loader = new THREE.AudioLoader();
                loader.load(file, function (buffer) {
                    audio.setBuffer(buffer);
                    audio.play();
                    analyser = new THREE.AudioAnalyser(audio, fftSize);
                    init();
                });




            }


            function uploadAudio(event) {
                document.getElementById("overlay").innerHTML =
                    '<div class="text-loading">请稍等...</div>';
                const files = event.target.files;
                const reader = new FileReader();

                reader.onload = function (file) {
                    var arrayBuffer = file.target.result;

                    listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {
                        audio.setBuffer(audioBuffer);
                        audio.play();
                        analyser = new THREE.AudioAnalyser(audio, fftSize);
                        init();
                    });
                };

                reader.readAsArrayBuffer(files[0]);
            }

            function addTree(scene, uniforms, totalPoints, treePosition) {
                const vertexShader = `
      attribute float mIndex;
      varying vec3 vColor;
      varying float opacity;
      uniform sampler2D tAudioData;

      float norm(float value, float min, float max ){
       return (value - min) / (max - min);
      }
      float lerp(float norm, float min, float max){
       return (max - min) * norm + min;
      }

      float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
       return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
      }


      void main() {
       vColor = color;
       vec3 p = position;
       vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
       float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;
       float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );
       float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);
       opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);
       gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );
       gl_Position = projectionMatrix * mvPosition;
      }
      `;
                const fragmentShader = `
      varying vec3 vColor;
      varying float opacity;
      uniform sampler2D pointTexture;
      void main() {
       gl_FragColor = vec4( vColor, opacity );
       gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); 
      }
      `;
                const shaderMaterial = new THREE.ShaderMaterial({
                    uniforms: {
                        ...uniforms,
                        pointTexture: {
                            value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
                        }
                    },


                    vertexShader,
                    fragmentShader,
                    blending: THREE.AdditiveBlending,
                    depthTest: false,
                    transparent: true,
                    vertexColors: true
                });


                const geometry = new THREE.BufferGeometry();
                const positions = [];
                const colors = [];
                const sizes = [];
                const phases = [];
                const mIndexs = [];

                const color = new THREE.Color();

                for (let i = 0; i < totalPoints; i++) {
                    const t = Math.random();
                    const y = map(t, 0, 1, -8, 10);
                    const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);
                    const [z, x] = polar(ang, map(t, 0, 1, 5, 0));

                    const modifier = map(t, 0, 1, 1, 0);
                    positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));
                    positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));
                    positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));

                    color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);

                    colors.push(color.r, color.g, color.b);
                    phases.push(rand(1000));
                    sizes.push(1);
                    const mIndex = map(i, 0, totalPoints, 1.0, 0.0);
                    mIndexs.push(mIndex);
                }

                geometry.setAttribute(
                    "position",
                    new THREE.Float32BufferAttribute(positions, 3).setUsage(
                        THREE.DynamicDrawUsage));


                geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
                geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
                geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
                geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));

                const tree = new THREE.Points(geometry, shaderMaterial);

                const [px, py, pz] = treePosition;

                tree.position.x = px;
                tree.position.y = py;
                tree.position.z = pz;

                scene.add(tree);
            }

            function addSnow(scene, uniforms) {
                const vertexShader = `
      attribute float size;
      attribute float phase;
      attribute float phaseSecondary;

      varying vec3 vColor;
      varying float opacity;


      uniform float time;
      uniform float step;

      float norm(float value, float min, float max ){
       return (value - min) / (max - min);
      }
      float lerp(float norm, float min, float max){
       return (max - min) * norm + min;
      }

      float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
       return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
      }
      void main() {
       float t = time* 0.0006;

       vColor = color;

       vec3 p = position;

       p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);

       p.x += sin(t+phase);
       p.z += sin(t+phaseSecondary);

       opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);

       vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );

       gl_PointSize = size * ( 100.0 / -mvPosition.z );

       gl_Position = projectionMatrix * mvPosition;

      }
      `;

                const fragmentShader = `
      uniform sampler2D pointTexture;
      varying vec3 vColor;
      varying float opacity;

      void main() {
       gl_FragColor = vec4( vColor, opacity );
       gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); 
      }
      `;
                function createSnowSet(sprite) {
                    const totalPoints = 300;
                    const shaderMaterial = new THREE.ShaderMaterial({
                        uniforms: {
                            ...uniforms,
                            pointTexture: {
                                value: new THREE.TextureLoader().load(sprite)
                            }
                        },


                        vertexShader,
                        fragmentShader,
                        blending: THREE.AdditiveBlending,
                        depthTest: false,
                        transparent: true,
                        vertexColors: true
                    });


                    const geometry = new THREE.BufferGeometry();
                    const positions = [];
                    const colors = [];
                    const sizes = [];
                    const phases = [];
                    const phaseSecondaries = [];

                    const color = new THREE.Color();

                    for (let i = 0; i < totalPoints; i++) {
                        const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];
                        positions.push(x);
                        positions.push(y);
                        positions.push(z);

                        color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));

                        colors.push(color.r, color.g, color.b);
                        phases.push(rand(1000));
                        phaseSecondaries.push(rand(1000));
                        sizes.push(rand(4, 2));
                    }

                    geometry.setAttribute(
                        "position",
                        new THREE.Float32BufferAttribute(positions, 3));

                    geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
                    geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
                    geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
                    geometry.setAttribute(
                        "phaseSecondary",
                        new THREE.Float32BufferAttribute(phaseSecondaries, 1));


                    const mesh = new THREE.Points(geometry, shaderMaterial);

                    scene.add(mesh);
                }
                const sprites = [
                    "https://assets.codepen.io/3685267/snowflake1.png",
                    "https://assets.codepen.io/3685267/snowflake2.png",
                    "https://assets.codepen.io/3685267/snowflake3.png",
                    "https://assets.codepen.io/3685267/snowflake4.png",
                    "https://assets.codepen.io/3685267/snowflake5.png"];

                sprites.forEach(sprite => {
                    createSnowSet(sprite);
                });
            }

            function addPlane(scene, uniforms, totalPoints) {
                const vertexShader = `
      attribute float size;
      attribute vec3 customColor;
      varying vec3 vColor;

      void main() {
       vColor = customColor;
       vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
       gl_PointSize = size * ( 300.0 / -mvPosition.z );
       gl_Position = projectionMatrix * mvPosition;

      }
      `;
                const fragmentShader = `
      uniform vec3 color;
      uniform sampler2D pointTexture;
      varying vec3 vColor;

      void main() {
       gl_FragColor = vec4( vColor, 1.0 );
       gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );

      }
      `;
                const shaderMaterial = new THREE.ShaderMaterial({
                    uniforms: {
                        ...uniforms,
                        pointTexture: {
                            value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
                        }
                    },


                    vertexShader,
                    fragmentShader,
                    blending: THREE.AdditiveBlending,
                    depthTest: false,
                    transparent: true,
                    vertexColors: true
                });


                const geometry = new THREE.BufferGeometry();
                const positions = [];
                const colors = [];
                const sizes = [];

                const color = new THREE.Color();

                for (let i = 0; i < totalPoints; i++) {
                    const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];
                    positions.push(x);
                    positions.push(y);
                    positions.push(z);

                    color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));

                    colors.push(color.r, color.g, color.b);
                    sizes.push(1);
                }

                geometry.setAttribute(
                    "position",
                    new THREE.Float32BufferAttribute(positions, 3).setUsage(
                        THREE.DynamicDrawUsage));


                geometry.setAttribute(
                    "customColor",
                    new THREE.Float32BufferAttribute(colors, 3));

                geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));

                const plane = new THREE.Points(geometry, shaderMaterial);

                plane.position.y = -8;
                scene.add(plane);
            }

            function addListners(camera, renderer, composer) {
                document.addEventListener("keydown", e => {
                    const { x, y, z } = camera.position;
                    console.log(`camera.position.set(${x},${y},${z})`);
                    const { x: a, y: b, z: c } = camera.rotation;
                    console.log(`camera.rotation.set(${a},${b},${c})`);
                });

                window.addEventListener(
                    "resize",
                    () => {
                        const width = window.innerWidth;
                        const height = window.innerHeight;

                        camera.aspect = width / height;
                        camera.updateProjectionMatrix();

                        renderer.setSize(width, height);
                        composer.setSize(width, height);
                    },
                    false);

            }
    </script>

</body>

</html>